Cheryl Savery

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We report on the design of a novel station supporting the play of exercise video games (exergames) by children with cerebral palsy (CP). The station combines a physical platform allowing children with CP to provide pedaling input into a game, a standard Xbox 360 controller, and algorithms for interpreting the cycling input to improve smoothness and accuracy(More)
Consistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of the human factors of CM, to help designers of networked games make better decisions about its use. The framework shows that there is wide variance in the CM requirements of(More)
The presence of network latency leads to usability problems in distributed groupware applications. Example problems include difficulty synchronizing tightly-coupled collaboration, jarring changes in the user interface following the repair of conflicting operations, and confusion when participants discuss state that appears differently to each of them.(More)
Lag compensation algorithms used in networked games require programmers to manage the complexities of dealing with both time and shared state. This can make implementing lag compensation techniques challenging. The difficulties in expressing these algorithms limit experimentation with different algorithms and inhibit programmers from exploring the space of(More)
For expert interfaces, it is not obvious whether providing multiple modes of interaction, each tuned to different sub-tasks, leads to a better user experience than providing a more limited set. In this paper, we investigate this question in the context of air traffic control. We present and analyze an augmented flight strip board offering several forms of(More)
Network lag is a fact of life for networked games. Lag can cause game states to diverge at different nodes in the network, making it difficult to maintain the illusion of a single shared space. Traditional lag compensation techniques help reduce inconsistency in networked games; however, these techniques do not address what to do when states actually have(More)
Networking is a key component of digital games, with many featuring multiplayer modes and online components. The time required to transmit data over a network can lead to usability problems such as inconsistency between players' views of a virtual world, and race conditions when resolving players' actions. Implementing a good consistency maintenance scheme(More)
—Consistency maintenance techniques used in net-worked multiplayer games require a tradeoff between the degree of consistency and the responsiveness to player commands. The choice of which technique is most appropriate depends upon the specific game situation. However, all techniques share the need to deal with time as well as with game state data. This can(More)
The conformational features of Pam-Lys(0)-Arg(1)-Pro(2)-Pro(3)-Gly(4)-Phe(5)-Ser(6)-Pro(7)-Phe(8)-Arg(9)-OH (PKD) and Pam-Gly(-1)-Lys(0)-Arg(1)-Pro(2)-Pro(3)-Gly(4)-Phe(5)-Ser(6)-Pro(7)-Phe(8)-Arg(9)-OH (PGKD), the Pam-Lys and Pam-Gly-Lys analogues of bradykinin, have been determined by high-resolution NMR in a zwitterionic lipoid environment.(More)
Two main arylamidase activities were separated from a particle-free supernatant of rat heart by chromatography on DEAE-Sephadex. Although both enzymes hydrolysed L-leucine 4-nitroanilide, only peak-II enzyme hydrolysed L-lysine 4-nitroanilide. A third minor peak (Ia) contained an enzyme that was active mainly on the L-lysine 4-nitroanilide. The mol.wts. of(More)